コード例 #1
0
ファイル: st-private.c プロジェクト: kenvandine/gnome-shell
CoglPipeline *
_st_create_shadow_pipeline_from_actor (StShadow     *shadow_spec,
                                       ClutterActor *actor)
{
  CoglPipeline *shadow_pipeline = NULL;

  if (CLUTTER_IS_TEXTURE (actor))
    {
      CoglTexture *texture;

      texture = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (actor));
      if (texture)
        shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, texture);
    }
  else
    {
      CoglTexture *buffer;
      CoglOffscreen *offscreen;
      CoglFramebuffer *fb;
      ClutterActorBox box;
      CoglColor clear_color;
      float width, height;
      CoglError *catch_error = NULL;

      clutter_actor_get_allocation_box (actor, &box);
      clutter_actor_box_get_size (&box, &width, &height);

      if (width == 0 || height == 0)
        return NULL;

      buffer = cogl_texture_new_with_size (width,
                                           height,
                                           COGL_TEXTURE_NO_SLICING,
                                           COGL_PIXEL_FORMAT_ANY);

      if (buffer == NULL)
        return NULL;

      offscreen = cogl_offscreen_new_with_texture (buffer);
      fb = COGL_FRAMEBUFFER (offscreen);

      if (!cogl_framebuffer_allocate (fb, &catch_error))
        {
          cogl_error_free (catch_error);
          cogl_object_unref (offscreen);
          cogl_object_unref (buffer);
          return NULL;
        }

      cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 0);

      /* XXX: There's no way to render a ClutterActor to an offscreen
       * as it uses the implicit API. */
      G_GNUC_BEGIN_IGNORE_DEPRECATIONS;
      cogl_push_framebuffer (fb);
      G_GNUC_END_IGNORE_DEPRECATIONS;

      cogl_framebuffer_clear (fb, COGL_BUFFER_BIT_COLOR, &clear_color);
      cogl_framebuffer_translate (fb, -box.x1, -box.y1, 0);
      cogl_framebuffer_orthographic (fb, 0, 0, width, height, 0, 1.0);

      clutter_actor_set_opacity_override (actor, 255);
      clutter_actor_paint (actor);
      clutter_actor_set_opacity_override (actor, -1);

      G_GNUC_BEGIN_IGNORE_DEPRECATIONS;
      cogl_pop_framebuffer ();
      G_GNUC_END_IGNORE_DEPRECATIONS;

      cogl_object_unref (fb);

      shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, buffer);

      cogl_object_unref (buffer);
    }

  return shadow_pipeline;
}
コード例 #2
0
ファイル: test-backface-culling.c プロジェクト: collects/cogl
static void
paint_test_backface_culling (TestState *state)
{
  int draw_num;
  CoglPipeline *base_pipeline = cogl_pipeline_new ();
  CoglColor clear_color;

  cogl_ortho (0, state->width, /* left, right */
              state->height, 0, /* bottom, top */
              -1, 100 /* z near, far */);

  cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff);
  cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL);

  cogl_pipeline_set_layer_texture (base_pipeline, 0, state->texture);

  cogl_pipeline_set_layer_filters (base_pipeline, 0,
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  /* Render the scene sixteen times to test all of the combinations of
     cull face mode, legacy state and winding orders */
  for (draw_num = 0; draw_num < 16; draw_num++)
    {
      float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
      CoglTextureVertex verts[4];
      CoglPipeline *pipeline;

      cogl_push_matrix ();
      cogl_translate (0, TEXTURE_RENDER_SIZE * draw_num, 0);

      pipeline = cogl_pipeline_copy (base_pipeline);

      cogl_set_backface_culling_enabled (USE_LEGACY_STATE (draw_num));
      cogl_pipeline_set_front_face_winding (pipeline, FRONT_WINDING (draw_num));
      cogl_pipeline_set_cull_face_mode (pipeline, CULL_FACE_MODE (draw_num));

      cogl_push_source (pipeline);

      memset (verts, 0, sizeof (verts));

      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a front-facing texture */
      cogl_rectangle (x1, y1, x2, y2);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a front-facing texture with flipped texcoords */
      cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
                                          1.0, 0.0, 0.0, 1.0);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a back-facing texture */
      cogl_rectangle (x2, y1, x1, y2);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* If the texture is sliced then cogl_polygon doesn't work so
         we'll just use a solid color instead */
      if (cogl_texture_is_sliced (state->texture))
        cogl_set_source_color4ub (255, 0, 0, 255);

      /* Draw a front-facing polygon */
      verts[0].x = x1;    verts[0].y = y2;
      verts[1].x = x2;    verts[1].y = y2;
      verts[2].x = x2;    verts[2].y = y1;
      verts[3].x = x1;    verts[3].y = y1;
      verts[0].tx = 0;    verts[0].ty = 0;
      verts[1].tx = 1.0;  verts[1].ty = 0;
      verts[2].tx = 1.0;  verts[2].ty = 1.0;
      verts[3].tx = 0;    verts[3].ty = 1.0;
      cogl_polygon (verts, 4, FALSE);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a back-facing polygon */
      verts[0].x = x1;    verts[0].y = y1;
      verts[1].x = x2;    verts[1].y = y1;
      verts[2].x = x2;    verts[2].y = y2;
      verts[3].x = x1;    verts[3].y = y2;
      verts[0].tx = 0;    verts[0].ty = 0;
      verts[1].tx = 1.0;  verts[1].ty = 0;
      verts[2].tx = 1.0;  verts[2].ty = 1.0;
      verts[3].tx = 0;    verts[3].ty = 1.0;
      cogl_polygon (verts, 4, FALSE);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      cogl_pop_matrix ();

      cogl_pop_source ();
      cogl_object_unref (pipeline);
    }

  cogl_object_unref (base_pipeline);
}
コード例 #3
0
ファイル: clutter-deform-effect.c プロジェクト: rib/clutter
static void
clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
{
  ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
  ClutterDeformEffectPrivate *priv = self->priv;
  gboolean is_depth_enabled, is_cull_enabled;
  CoglHandle material;
  gint n_tiles;

  if (priv->is_dirty)
    {
      ClutterActor *actor;
      gfloat width, height;
      guint opacity;
      gint i, j;

      actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
      opacity = clutter_actor_get_paint_opacity (actor);

      /* if we don't have a target size, fall back to the actor's
       * allocation, though wrong it might be
       */
      if (!clutter_offscreen_effect_get_target_size (effect, &width, &height))
        clutter_actor_get_size (actor, &width, &height);

      for (i = 0; i < priv->y_tiles + 1; i++)
        {
          for (j = 0; j < priv->x_tiles + 1; j++)
            {
              CoglTextureVertex *vertex;

              vertex = &priv->vertices[(i * (priv->x_tiles + 1)) + j];

              vertex->tx = (float) j / priv->x_tiles;
              vertex->ty = (float) i / priv->y_tiles;

              vertex->x = width * vertex->tx;
              vertex->y = height * vertex->ty;
              vertex->z = 0.0f;

              cogl_color_init_from_4ub (&vertex->color, 255, 255, 255, opacity);

              _clutter_deform_effect_deform_vertex (self, width, height, vertex);
            }
        }

      /* XXX in theory, the sub-classes should tell us what they changed
       * in the texture vertices; we then would be able to avoid resubmitting
       * the same data, if it did not change. for the time being, we resubmit
       * everything
       */
      cogl_vertex_buffer_add (priv->vbo, "gl_Vertex",
                              3,
                              COGL_ATTRIBUTE_TYPE_FLOAT,
                              FALSE,
                              sizeof (CoglTextureVertex),
                              &priv->vertices->x);
      cogl_vertex_buffer_add (priv->vbo, "gl_MultiTexCoord0",
                              2,
                              COGL_ATTRIBUTE_TYPE_FLOAT,
                              FALSE,
                              sizeof (CoglTextureVertex),
                              &priv->vertices->tx);
      cogl_vertex_buffer_add (priv->vbo, "gl_Color",
                              4,
                              COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE,
                              FALSE,
                              sizeof (CoglTextureVertex),
                              &priv->vertices->color);

      priv->is_dirty = FALSE;
    }

  /* enable depth test, if it's not already enabled */
  is_depth_enabled = cogl_get_depth_test_enabled ();
  if (!is_depth_enabled)
    cogl_set_depth_test_enabled (TRUE);

  /* enable backface culling if it's not already enabled and if
   * we have a back material
   */
  is_cull_enabled = cogl_get_backface_culling_enabled ();
  if (priv->back_material != COGL_INVALID_HANDLE && !is_cull_enabled)
    cogl_set_backface_culling_enabled (TRUE);
  else if (priv->back_material == COGL_INVALID_HANDLE && is_cull_enabled)
    cogl_set_backface_culling_enabled (FALSE);

  n_tiles = (priv->x_tiles + 1) * (priv->y_tiles + 1);

  /* draw the front */
  material = clutter_offscreen_effect_get_target (effect);
  if (material != COGL_INVALID_HANDLE)
    {
      cogl_set_source (material);
      cogl_vertex_buffer_draw_elements (priv->vbo,
                                        COGL_VERTICES_MODE_TRIANGLE_STRIP,
                                        priv->indices,
                                        0,
                                        n_tiles,
                                        0,
                                        priv->n_indices);
    }

  /* draw the back */
  material = priv->back_material;
  if (material != COGL_INVALID_HANDLE)
    {
      cogl_set_source (priv->back_material);
      cogl_vertex_buffer_draw_elements (priv->vbo,
                                        COGL_VERTICES_MODE_TRIANGLE_STRIP,
                                        priv->back_indices,
                                        0,
                                        n_tiles,
                                        0,
                                        priv->n_indices);
    }

  /* restore the previous state */
  if (!is_depth_enabled)
    cogl_set_depth_test_enabled (FALSE);

  if (priv->back_material != COGL_INVALID_HANDLE && !is_cull_enabled)
    cogl_set_backface_culling_enabled (FALSE);
  else if (priv->back_material == COGL_INVALID_HANDLE && is_cull_enabled)
    cogl_set_backface_culling_enabled (TRUE);
}
コード例 #4
0
static void
paint (TestState *state)
{
  CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
  CoglTexture *tex;
  CoglColor color;
  CoglError *error = NULL;
  CoglHandle shader, program;

  cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
  cogl_clear (&color, COGL_BUFFER_BIT_COLOR);

  /* Set the primary vertex color as red */
  cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
  cogl_pipeline_set_color (pipeline, &color);

  /* Override the vertex color in the texture environment with a
     constant green color provided by a texture */
  tex = create_dummy_texture ();
  cogl_pipeline_set_layer_texture (pipeline, 0, tex);
  cogl_object_unref (tex);
  if (!cogl_pipeline_set_layer_combine (pipeline, 0,
                                        "RGBA=REPLACE(TEXTURE)",
                                        &error))
    {
      g_warning ("Error setting layer combine: %s", error->message);
      g_assert_not_reached ();
    }

  /* Set up a dummy vertex shader that does nothing but the usual
     fixed function transform */
  shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
  cogl_shader_source (shader,
                      "void\n"
                      "main ()\n"
                      "{\n"
                      "  cogl_position_out = "
                      "cogl_modelview_projection_matrix * "
                      "cogl_position_in;\n"
                      "  cogl_color_out = cogl_color_in;\n"
                      "  cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
                      "}\n");
  cogl_shader_compile (shader);
  if (!cogl_shader_is_compiled (shader))
    {
      char *log = cogl_shader_get_info_log (shader);
      g_warning ("Shader compilation failed:\n%s", log);
      g_free (log);
      g_assert_not_reached ();
    }

  program = cogl_create_program ();
  cogl_program_attach_shader (program, shader);
  cogl_program_link (program);

  cogl_handle_unref (shader);

  /* Draw something without the program */
  cogl_set_source (pipeline);
  cogl_rectangle (0, 0, 50, 50);

  /* Draw it again using the program. It should look exactly the same */
  cogl_pipeline_set_user_program (pipeline, program);
  cogl_handle_unref (program);

  cogl_rectangle (50, 0, 100, 50);
  cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);

  cogl_object_unref (pipeline);
}
コード例 #5
0
void
_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
                                 const CoglColor *color)
{
  GSList *l;

  for (l = dl->nodes; l; l = l->next)
    {
      CoglPangoDisplayListNode *node = l->data;
      CoglColor draw_color;

      if (node->pipeline == NULL)
        {
          if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
            node->pipeline =
              _cogl_pango_pipeline_cache_get (dl->pipeline_cache,
                                              node->d.texture.texture);
          else
            node->pipeline =
              _cogl_pango_pipeline_cache_get (dl->pipeline_cache,
                                              NULL);
        }

      if (node->color_override)
        /* Use the override color but preserve the alpha from the
           draw color */
        cogl_color_init_from_4ub (&draw_color,
                                  cogl_color_get_red_byte (&node->color),
                                  cogl_color_get_green_byte (&node->color),
                                  cogl_color_get_blue_byte (&node->color),
                                  cogl_color_get_alpha_byte (color));
      else
        draw_color = *color;
      cogl_color_premultiply (&draw_color);

      cogl_pipeline_set_color (node->pipeline, &draw_color);
      cogl_push_source (node->pipeline);

      switch (node->type)
        {
        case COGL_PANGO_DISPLAY_LIST_TEXTURE:
          _cogl_pango_display_list_render_texture (node);
          break;

        case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
          cogl_rectangle (node->d.rectangle.x_1,
                          node->d.rectangle.y_1,
                          node->d.rectangle.x_2,
                          node->d.rectangle.y_2);
          break;

        case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
          {
            float points[8];
            CoglPath *path;

            points[0] =  node->d.trapezoid.x_11;
            points[1] =  node->d.trapezoid.y_1;
            points[2] =  node->d.trapezoid.x_12;
            points[3] =  node->d.trapezoid.y_2;
            points[4] =  node->d.trapezoid.x_22;
            points[5] =  node->d.trapezoid.y_2;
            points[6] =  node->d.trapezoid.x_21;
            points[7] =  node->d.trapezoid.y_1;

            path = cogl_path_new ();
            cogl_path_polygon (path, points, 4);
            cogl_path_fill (path);
            cogl_object_unref (path);
          }
          break;
        }

      cogl_pop_source ();
    }
}
コード例 #6
0
static void
clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
{
  ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
  ClutterDeformEffectPrivate *priv = self->priv;
  CoglHandle material;
  CoglPipeline *pipeline;
  CoglDepthState depth_state;
  CoglFramebuffer *fb = cogl_get_draw_framebuffer ();

  if (priv->is_dirty)
    {
      ClutterRect rect;
      gboolean mapped_buffer;
      CoglVertexP3T2C4 *verts;
      ClutterActor *actor;
      gfloat width, height;
      guint opacity;
      gint i, j;

      actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
      opacity = clutter_actor_get_paint_opacity (actor);

      /* if we don't have a target size, fall back to the actor's
       * allocation, though wrong it might be
       */
      if (clutter_offscreen_effect_get_target_rect (effect, &rect))
        {
          width = clutter_rect_get_width (&rect);
          height = clutter_rect_get_height (&rect);
        }
      else
        clutter_actor_get_size (actor, &width, &height);

      /* XXX ideally, the sub-classes should tell us what they
       * changed in the texture vertices; we then would be able to
       * avoid resubmitting the same data, if it did not change. for
       * the time being, we resubmit everything
       */
      verts = cogl_buffer_map (COGL_BUFFER (priv->buffer),
                               COGL_BUFFER_ACCESS_WRITE,
                               COGL_BUFFER_MAP_HINT_DISCARD);

      /* If the map failed then we'll resort to allocating a temporary
         buffer */
      if (verts == NULL)
        {
          mapped_buffer = FALSE;
          verts = g_malloc (sizeof (*verts) * priv->n_vertices);
        }
      else
        mapped_buffer = TRUE;

      for (i = 0; i < priv->y_tiles + 1; i++)
        {
          for (j = 0; j < priv->x_tiles + 1; j++)
            {
              CoglVertexP3T2C4 *vertex_out;
              CoglTextureVertex vertex;

              /* CoglTextureVertex isn't an ideal structure to use for
                 this because it contains a CoglColor. The internal
                 layout of CoglColor is mean to be private so Clutter
                 can not pass a pointer to it as a vertex
                 attribute. Also it contains padding so we end up
                 storing more data in the vertex buffer than we need
                 to. Instead we let the application modify a dummy
                 vertex and then copy the details back out to a more
                 well-defined struct */

              vertex.tx = (float) j / priv->x_tiles;
              vertex.ty = (float) i / priv->y_tiles;

              vertex.x = width * vertex.tx;
              vertex.y = height * vertex.ty;
              vertex.z = 0.0f;

              cogl_color_init_from_4ub (&vertex.color, 255, 255, 255, opacity);

              clutter_deform_effect_deform_vertex (self,
                                                   width, height,
                                                   &vertex);

              vertex_out = verts + i * (priv->x_tiles + 1) + j;

              vertex_out->x = vertex.x;
              vertex_out->y = vertex.y;
              vertex_out->z = vertex.z;
              vertex_out->s = vertex.tx;
              vertex_out->t = vertex.ty;
              vertex_out->r = cogl_color_get_red_byte (&vertex.color);
              vertex_out->g = cogl_color_get_green_byte (&vertex.color);
              vertex_out->b = cogl_color_get_blue_byte (&vertex.color);
              vertex_out->a = cogl_color_get_alpha_byte (&vertex.color);
            }
        }

      if (mapped_buffer)
        cogl_buffer_unmap (COGL_BUFFER (priv->buffer));
      else
        {
          cogl_buffer_set_data (COGL_BUFFER (priv->buffer),
                                0, /* offset */
                                verts,
                                sizeof (*verts) * priv->n_vertices);
          g_free (verts);
        }

      priv->is_dirty = FALSE;
    }

  material = clutter_offscreen_effect_get_target (effect);
  pipeline = COGL_PIPELINE (material);

  /* enable depth testing */
  cogl_depth_state_init (&depth_state);
  cogl_depth_state_set_test_enabled (&depth_state, TRUE);
  cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);

  /* enable backface culling if we have a back material */
  if (priv->back_pipeline != NULL)
    cogl_pipeline_set_cull_face_mode (pipeline,
                                      COGL_PIPELINE_CULL_FACE_MODE_BACK);

  /* draw the front */
  if (material != NULL)
    cogl_framebuffer_draw_primitive (fb, pipeline, priv->primitive);

  /* draw the back */
  if (priv->back_pipeline != NULL)
    {
      CoglPipeline *back_pipeline;

      /* We probably shouldn't be modifying the user's material so
         instead we make a temporary copy */
      back_pipeline = cogl_pipeline_copy (priv->back_pipeline);
      cogl_pipeline_set_depth_state (back_pipeline, &depth_state, NULL);
      cogl_pipeline_set_cull_face_mode (pipeline,
                                        COGL_PIPELINE_CULL_FACE_MODE_FRONT);

      cogl_framebuffer_draw_primitive (fb, back_pipeline, priv->primitive);

      cogl_object_unref (back_pipeline);
    }

  if (G_UNLIKELY (priv->lines_primitive != NULL))
    {
      CoglContext *ctx =
        clutter_backend_get_cogl_context (clutter_get_default_backend ());
      CoglPipeline *lines_pipeline = cogl_pipeline_new (ctx);
      cogl_pipeline_set_color4f (lines_pipeline, 1.0, 0, 0, 1.0);
      cogl_framebuffer_draw_primitive (fb, lines_pipeline,
                                       priv->lines_primitive);
      cogl_object_unref (lines_pipeline);
    }
}
コード例 #7
0
static void
test_blend (TestState *state,
            int x,
            int y,
            uint32_t src_color,
            uint32_t dst_color,
            const char *blend_string,
            uint32_t blend_constant,
            uint32_t expected_result)
{
  /* src color */
  uint8_t Sr = MASK_RED (src_color);
  uint8_t Sg = MASK_GREEN (src_color);
  uint8_t Sb = MASK_BLUE (src_color);
  uint8_t Sa = MASK_ALPHA (src_color);
  /* dest color */
  uint8_t Dr = MASK_RED (dst_color);
  uint8_t Dg = MASK_GREEN (dst_color);
  uint8_t Db = MASK_BLUE (dst_color);
  uint8_t Da = MASK_ALPHA (dst_color);
  /* blend constant - when applicable */
  uint8_t Br = MASK_RED (blend_constant);
  uint8_t Bg = MASK_GREEN (blend_constant);
  uint8_t Bb = MASK_BLUE (blend_constant);
  uint8_t Ba = MASK_ALPHA (blend_constant);
  CoglColor blend_const_color;

  CoglPipeline *pipeline;
  CoglBool status;
  CoglError *error = NULL;
  int y_off;
  int x_off;

  /* First write out the destination color without any blending... */
  pipeline = cogl_pipeline_new (test_ctx);
  cogl_pipeline_set_color4ub (pipeline, Dr, Dg, Db, Da);
  cogl_pipeline_set_blend (pipeline, "RGBA = ADD (SRC_COLOR, 0)", NULL);
  cogl_framebuffer_draw_rectangle (test_fb,
                                   pipeline,
                                   x * QUAD_WIDTH,
                                   y * QUAD_WIDTH,
                                   x * QUAD_WIDTH + QUAD_WIDTH,
                                   y * QUAD_WIDTH + QUAD_WIDTH);
  cogl_object_unref (pipeline);

  /*
   * Now blend a rectangle over our well defined destination:
   */

  pipeline = cogl_pipeline_new (test_ctx);
  cogl_pipeline_set_color4ub (pipeline, Sr, Sg, Sb, Sa);

  status = cogl_pipeline_set_blend (pipeline, blend_string, &error);
  if (!status)
    {
      /* It's not strictly a test failure; you need a more capable GPU or
       * driver to test this blend string. */
      if (cogl_test_verbose ())
	{
	  g_debug ("Failed to test blend string %s: %s",
		   blend_string, error->message);
	  g_print ("Skipping\n");
	}
      return;
    }

  cogl_color_init_from_4ub (&blend_const_color, Br, Bg, Bb, Ba);
  cogl_pipeline_set_blend_constant (pipeline, &blend_const_color);

  cogl_framebuffer_draw_rectangle (test_fb,
                                   pipeline,
                                   x * QUAD_WIDTH,
                                   y * QUAD_WIDTH,
                                   x * QUAD_WIDTH + QUAD_WIDTH,
                                   y * QUAD_WIDTH + QUAD_WIDTH);
  cogl_object_unref (pipeline);

  /* See what we got... */

  y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
  x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);

  if (cogl_test_verbose ())
    {
      g_print ("test_blend (%d, %d):\n%s\n", x, y, blend_string);
      g_print ("  src color = %02x, %02x, %02x, %02x\n", Sr, Sg, Sb, Sa);
      g_print ("  dst color = %02x, %02x, %02x, %02x\n", Dr, Dg, Db, Da);
      if (blend_constant != BLEND_CONSTANT_UNUSED)
        g_print ("  blend constant = %02x, %02x, %02x, %02x\n",
                 Br, Bg, Bb, Ba);
      else
        g_print ("  blend constant = UNUSED\n");
    }

  test_utils_check_pixel (test_fb, x_off, y_off, expected_result);
}
コード例 #8
0
static void
test_tex_combine (TestState *state,
                  int x,
                  int y,
                  uint32_t tex0_color,
                  uint32_t tex1_color,
                  uint32_t combine_constant,
                  const char *combine_string,
                  uint32_t expected_result)
{
  CoglTexture *tex0, *tex1;

  /* combine constant - when applicable */
  uint8_t Cr = MASK_RED (combine_constant);
  uint8_t Cg = MASK_GREEN (combine_constant);
  uint8_t Cb = MASK_BLUE (combine_constant);
  uint8_t Ca = MASK_ALPHA (combine_constant);
  CoglColor combine_const_color;

  CoglPipeline *pipeline;
  CoglBool status;
  CoglError *error = NULL;
  int y_off;
  int x_off;


  tex0 = make_texture (tex0_color);
  tex1 = make_texture (tex1_color);

  pipeline = cogl_pipeline_new (test_ctx);

  cogl_pipeline_set_color4ub (pipeline, 0x80, 0x80, 0x80, 0x80);
  cogl_pipeline_set_blend (pipeline, "RGBA = ADD (SRC_COLOR, 0)", NULL);

  cogl_pipeline_set_layer_texture (pipeline, 0, tex0);
  cogl_pipeline_set_layer_combine (pipeline, 0,
                                   "RGBA = REPLACE (TEXTURE)", NULL);

  cogl_pipeline_set_layer_texture (pipeline, 1, tex1);
  status = cogl_pipeline_set_layer_combine (pipeline, 1,
                                            combine_string, &error);
  if (!status)
    {
      /* It's not strictly a test failure; you need a more capable GPU or
       * driver to test this texture combine string. */
      g_debug ("Failed to test texture combine string %s: %s",
               combine_string, error->message);
    }

  cogl_color_init_from_4ub (&combine_const_color, Cr, Cg, Cb, Ca);
  cogl_pipeline_set_layer_combine_constant (pipeline, 1, &combine_const_color);

  cogl_framebuffer_draw_rectangle (test_fb,
                                   pipeline,
                                   x * QUAD_WIDTH,
                                   y * QUAD_WIDTH,
                                   x * QUAD_WIDTH + QUAD_WIDTH,
                                   y * QUAD_WIDTH + QUAD_WIDTH);
  cogl_object_unref (pipeline);
  cogl_object_unref (tex0);
  cogl_object_unref (tex1);

  /* See what we got... */

  y_off = y * QUAD_WIDTH + (QUAD_WIDTH / 2);
  x_off = x * QUAD_WIDTH + (QUAD_WIDTH / 2);

  if (cogl_test_verbose ())
    {
      g_print ("test_tex_combine (%d, %d):\n%s\n", x, y, combine_string);
      g_print ("  texture 0 color = 0x%08lX\n", (unsigned long)tex0_color);
      g_print ("  texture 1 color = 0x%08lX\n", (unsigned long)tex1_color);
      if (combine_constant != TEX_CONSTANT_UNUSED)
        g_print ("  combine constant = %02x, %02x, %02x, %02x\n",
                 Cr, Cg, Cb, Ca);
      else
        g_print ("  combine constant = UNUSED\n");
    }

  test_utils_check_pixel (test_fb, x_off, y_off, expected_result);
}
コード例 #9
0
static void
on_paint (ClutterActor *actor, void *state)
{
  float saved_viewport[4];
  CoglMatrix saved_projection;
  CoglMatrix projection;
  CoglMatrix modelview;
  guchar *data;
  CoglHandle tex;
  CoglHandle offscreen;
  CoglColor black;
  float x0;
  float y0;
  float width;
  float height;

  /* for clearing the offscreen framebuffer to black... */
  cogl_color_init_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);

  cogl_get_viewport (saved_viewport);
  cogl_get_projection_matrix (&saved_projection);
  cogl_push_matrix ();

  cogl_matrix_init_identity (&projection);
  cogl_matrix_init_identity (&modelview);

  cogl_set_projection_matrix (&projection);
  cogl_set_modelview_matrix (&modelview);

  /* - Create a 100x200 viewport (i.e. smaller than the onscreen framebuffer)
   *   and position it a (20, 10) inside the framebuffer.
   * - Fill the whole viewport with a purple rectangle
   * - Verify that the framebuffer is black with a 100x200 purple rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     100, /* width */
                     200); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* fill the viewport with purple.. */
  cogl_set_source_color4ub (0xff, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0xff, 0x00, 0xff);


  /* - Create a viewport twice the size of the onscreen framebuffer with
   *   a negative offset positioning it at (-20, -10) relative to the
   *   buffer itself.
   * - Draw a 100x200 green rectangle at (40, 20) within the viewport (which
   *   is (20, 10) within the framebuffer)
   * - Verify that the framebuffer is black with a 100x200 green rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (-20, /* x */
                     -10, /* y */
                     FRAMEBUFFER_WIDTH * 2, /* width */
                     FRAMEBUFFER_HEIGHT * 2); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* draw a 100x200 green rectangle offset into the viewport such that its
   * top left corner should be found at (20, 10) in the offscreen buffer */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
  width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
  height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
  cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
  cogl_rectangle (x0, y0, x0 + width, y0 - height);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0xff, 0x00);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 window space clip rectangle at (20, 10)
   * - Fill the whole viewport with a blue rectangle
   * - Verify that the framebuffer is black with a 100x200 blue rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  cogl_clip_push_window_rectangle (20, 10, 100, 200);
  /* fill the viewport with blue.. */
  cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0x00, 0xff);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
   *   (i.e. (40, 20) inside the framebuffer)
   * - Fill the whole viewport with a green rectangle
   * - Verify that the framebuffer is black with a 100x200 green rectangle at
   *   (40, 20)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* figure out where to position our clip rectangle in model space
   * coordinates... */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (2.0f / 200) * 20.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (2.0f / 400) * 10.0f;
  width = (2.0f / 200) * 100;
  height = (2.0f / 400) * 200;
  /* add the clip rectangle... */
  cogl_push_matrix ();
  cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
  /* XXX: Rotate just enough to stop Cogl from converting our model space
   * rectangle into a window space rectangle.. */
  cogl_rotate (0.1, 0, 0, 1);
  cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
                            width/2.0, height/2.0);
  cogl_pop_matrix ();
  /* fill the viewport with green.. */
  cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (40, 20, 100, 200,
                                           0x00, 0xff, 0x00);


  /* Set the viewport to something specific so we can verify that it gets
   * restored after we are done testing with an offscreen framebuffer... */
  cogl_set_viewport (20, 10, 100, 200);

  /*
   * Next test offscreen drawing...
   */
  data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
  tex = cogl_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
                                    COGL_TEXTURE_NO_SLICING,
                                    COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
                                    COGL_PIXEL_FORMAT_ANY, /* internal fmt */
                                    FRAMEBUFFER_WIDTH * 4, /* rowstride */
                                    data);
  g_free (data);
  offscreen = cogl_offscreen_new_to_texture (tex);

  cogl_push_framebuffer (offscreen);


  /* - Create a 100x200 viewport (i.e. smaller than the offscreen framebuffer)
   *   and position it a (20, 10) inside the framebuffer.
   * - Fill the whole viewport with a blue rectangle
   * - Verify that the framebuffer is black with a 100x200 blue rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     100, /* width */
                     200); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* fill the viewport with blue.. */
  cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0x00, 0xff);


  /* - Create a viewport twice the size of the offscreen framebuffer with
   *   a negative offset positioning it at (-20, -10) relative to the
   *   buffer itself.
   * - Draw a 100x200 red rectangle at (40, 20) within the viewport (which
   *   is (20, 10) within the framebuffer)
   * - Verify that the framebuffer is black with a 100x200 red rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (-20, /* x */
                     -10, /* y */
                     FRAMEBUFFER_WIDTH * 2, /* width */
                     FRAMEBUFFER_HEIGHT * 2); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* draw a 100x200 red rectangle offset into the viewport such that its
   * top left corner should be found at (20, 10) in the offscreen buffer */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (1.0f / FRAMEBUFFER_WIDTH) * 40.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (1.0f / FRAMEBUFFER_HEIGHT) * 20.0f;
  width = (1.0f / FRAMEBUFFER_WIDTH) * 100;
  height = (1.0f / FRAMEBUFFER_HEIGHT) * 200;
  cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
  cogl_rectangle (x0, y0, x0 + width, y0 - height);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0xff, 0x00, 0x00);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 window space clip rectangle at (20, 10)
   * - Fill the whole viewport with a blue rectangle
   * - Verify that the framebuffer is black with a 100x200 blue rectangle at
   *   (20, 10)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  cogl_clip_push_window_rectangle (20, 10, 100, 200);
  /* fill the viewport with blue.. */
  cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0x00, 0x00, 0xff);


  /* - Create a 200x400 viewport and position it a (20, 10) inside the draw
   *   buffer.
   * - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
   *   (i.e. (40, 20) inside the framebuffer)
   * - Fill the whole viewport with a green rectangle
   * - Verify that the framebuffer is black with a 100x200 green rectangle at
   *   (40, 20)
   */
  cogl_set_viewport (20, /* x */
                     10, /* y */
                     200, /* width */
                     400); /* height */
  /* clear everything... */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  /* figure out where to position our clip rectangle in model space
   * coordinates... */
  /* (offset 40 pixels right from the left of the viewport) */
  x0 = -1.0f + (2.0f / 200) * 20.f;
  /* (offset 20 pixels down from the top of the viewport) */
  y0 = 1.0f - (2.0f / 400) * 10.0f;
  width = (2.0f / 200) * 100;
  height = (2.0f / 400) * 200;
  /* add the clip rectangle... */
  cogl_push_matrix ();
  cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
  /* XXX: Rotate just enough to stop Cogl from converting our model space
   * rectangle into a window space rectangle.. */
  cogl_rotate (0.1, 0, 0, 1);
  cogl_clip_push_rectangle (-(width/2.0), -(height/2.0),
                            width/2, height/2);
  cogl_pop_matrix ();
  /* fill the viewport with green.. */
  cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  cogl_clip_pop ();
  assert_rectangle_color_and_black_border (40, 20, 100, 200,
                                           0x00, 0xff, 0x00);


  /* Set the viewport to something obscure to verify that it gets
   * replace when we switch back to the onscreen framebuffer... */
  cogl_set_viewport (0, 0, 10, 10);

  cogl_pop_framebuffer ();
  cogl_handle_unref (offscreen);

  /*
   * Verify that the previous onscreen framebuffer's viewport was restored
   * by drawing a white rectangle across the whole viewport. This should
   * draw a 100x200 rectangle at (20,10) relative to the onscreen draw
   * buffer...
   */
  cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
  cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
  cogl_rectangle (-1, 1, 1, -1);
  assert_rectangle_color_and_black_border (20, 10, 100, 200,
                                           0xff, 0xff, 0xff);


  /* Uncomment to display the last contents of the offscreen framebuffer */
#if 1
  cogl_matrix_init_identity (&projection);
  cogl_matrix_init_identity (&modelview);
  cogl_set_viewport (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT);
  cogl_set_projection_matrix (&projection);
  cogl_set_modelview_matrix (&modelview);
  cogl_set_source_texture (tex);
  cogl_rectangle (-1, 1, 1, -1);
#endif

  cogl_handle_unref (tex);

  /* Finally restore the stage's original state... */
  cogl_pop_matrix ();
  cogl_set_projection_matrix (&saved_projection);
  cogl_set_viewport (saved_viewport[0], saved_viewport[1],
                     saved_viewport[2], saved_viewport[3]);


  /* Comment this out if you want visual feedback of what this test
   * paints.
   */
  clutter_main_quit ();
}
コード例 #10
0
ファイル: test-layer-remove.c プロジェクト: endlessm/mutter
void
test_layer_remove (void)
{
  CoglPipeline *pipeline0, *pipeline1;
  CoglColor color;
  int pos = 0;

  cogl_framebuffer_orthographic (test_fb,
                                 0, 0,
                                 cogl_framebuffer_get_width (test_fb),
                                 cogl_framebuffer_get_height (test_fb),
                                 -1,
                                 100);

  /** TEST 1 **/
  /* Basic sanity check that the pipeline combines the two colors
   * together properly */
  pipeline0 = create_two_layer_pipeline ();
  test_color (pipeline0, 0xffff00ff, pos++);
  cogl_object_unref (pipeline0);

  /** TEST 2 **/
  /* Check that we can remove the second layer */
  pipeline0 = create_two_layer_pipeline ();
  cogl_pipeline_remove_layer (pipeline0, 1);
  test_color (pipeline0, 0xff0000ff, pos++);
  cogl_object_unref (pipeline0);

  /** TEST 3 **/
  /* Check that we can remove the first layer */
  pipeline0 = create_two_layer_pipeline ();
  cogl_pipeline_remove_layer (pipeline0, 0);
  test_color (pipeline0, 0x00ff00ff, pos++);
  cogl_object_unref (pipeline0);

  /** TEST 4 **/
  /* Check that we can make a copy and remove a layer from the
   * original pipeline */
  pipeline0 = create_two_layer_pipeline ();
  pipeline1 = cogl_pipeline_copy (pipeline0);
  cogl_pipeline_remove_layer (pipeline0, 1);
  test_color (pipeline0, 0xff0000ff, pos++);
  test_color (pipeline1, 0xffff00ff, pos++);
  cogl_object_unref (pipeline0);
  cogl_object_unref (pipeline1);

  /** TEST 5 **/
  /* Check that we can make a copy and remove the second layer from the
   * new pipeline */
  pipeline0 = create_two_layer_pipeline ();
  pipeline1 = cogl_pipeline_copy (pipeline0);
  cogl_pipeline_remove_layer (pipeline1, 1);
  test_color (pipeline0, 0xffff00ff, pos++);
  test_color (pipeline1, 0xff0000ff, pos++);
  cogl_object_unref (pipeline0);
  cogl_object_unref (pipeline1);

  /** TEST 6 **/
  /* Check that we can make a copy and remove the first layer from the
   * new pipeline */
  pipeline0 = create_two_layer_pipeline ();
  pipeline1 = cogl_pipeline_copy (pipeline0);
  cogl_pipeline_remove_layer (pipeline1, 0);
  test_color (pipeline0, 0xffff00ff, pos++);
  test_color (pipeline1, 0x00ff00ff, pos++);
  cogl_object_unref (pipeline0);
  cogl_object_unref (pipeline1);

  /** TEST 7 **/
  /* Check that we can modify a layer in a child pipeline */
  pipeline0 = create_two_layer_pipeline ();
  pipeline1 = cogl_pipeline_copy (pipeline0);
  cogl_color_init_from_4ub (&color, 0, 0, 255, 255);
  cogl_pipeline_set_layer_combine_constant (pipeline1, 0, &color);
  test_color (pipeline0, 0xffff00ff, pos++);
  test_color (pipeline1, 0x00ffffff, pos++);
  cogl_object_unref (pipeline0);
  cogl_object_unref (pipeline1);

  /** TEST 8 **/
  /* Check that we can modify a layer in a child pipeline but then remove it */
  pipeline0 = create_two_layer_pipeline ();
  pipeline1 = cogl_pipeline_copy (pipeline0);
  cogl_color_init_from_4ub (&color, 0, 0, 255, 255);
  cogl_pipeline_set_layer_combine_constant (pipeline1, 0, &color);
  cogl_pipeline_remove_layer (pipeline1, 0);
  test_color (pipeline0, 0xffff00ff, pos++);
  test_color (pipeline1, 0x00ff00ff, pos++);
  cogl_object_unref (pipeline0);
  cogl_object_unref (pipeline1);

  if (cogl_test_verbose ())
    g_print ("OK\n");
}
コード例 #11
0
ファイル: mx-fade-effect.c プロジェクト: 3v1n0/mx
static void
mx_fade_effect_update_vbo (MxFadeEffect *self)
{
  guint n_quads;
  gint bu, br, bb, bl;
  gfloat x1, y1, x2, y2;
  CoglColor opaque, color;
  CoglTextureVertex verts[9*4];

  MxFadeEffectPrivate *priv = self->priv;

  cogl_color_init_from_4ub (&opaque, 0xff, 0xff, 0xff, 0xff);
  cogl_color_init_from_4ub (&color,
                            priv->color.red,
                            priv->color.green,
                            priv->color.blue,
                            priv->color.alpha);

  /* Validate the bounds */
  x1 = priv->x;
  y1 = priv->y;
  x2 = x1 + (priv->bounds_width ? priv->bounds_width : priv->width);
  y2 = y1 + (priv->bounds_height ? priv->bounds_height : priv->height);

  if (x1 < 0)
    x1 = 0;
  if (x2 > priv->width)
    x2 = priv->width;
  if (y1 < 0)
    y1 = 0;
  if (y2 > priv->height)
    y2 = priv->height;

  /* Validate the border sizes */
  /* Note,
   *   bu = Border-up
   *   br = Border-right
   *   bb = Border-bottom
   *   bl = Border-left
   */
  bu = priv->border[0];
  br = priv->border[1];
  bb = priv->border[2];
  bl = priv->border[3];

  if (y1 + bu >= y2)
    bu = y2 - y1 - 1;
  if (x1 + bl >= x2)
    bl = x2 - x1 - 1;
  if (x2 - br <= x1 + bl)
    br = x2 - (x1 + bl) - 1;
  if (y2 - bb <= y1 + bu)
    bb = y2 - (y1 + bu) - 1;

  n_quads = 0;

  /* Generate the top-left square */
  if (bl && bu)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x1, y1,
                                x1 + bl, y1 + bu,
                                priv->width, priv->height,
                                &color, &color,
                                &opaque, &color,
                                FALSE);
      n_quads ++;
    }

  /* Generate the top-middle square */
  if (bu)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x1 + bl, y1,
                                x2 - br, y1 + bu,
                                priv->width, priv->height,
                                &color, &color,
                                &opaque, &opaque,
                                FALSE);
      n_quads ++;
    }

  /* Generate the top-right square */
  if (br && bu)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x2 - br, y1,
                                x2, y1 + bu,
                                priv->width, priv->height,
                                &color, &color,
                                &color, &opaque,
                                TRUE);
      n_quads ++;
    }

  /* Generate the left square */
  if (bl)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x1, y1 + bu,
                                x1 + bl, y2 - bb,
                                priv->width, priv->height,
                                &color, &opaque,
                                &opaque, &color,
                                TRUE);
      n_quads ++;
    }

  /* Generate the middle square */
  mx_fade_effect_draw_rect (&verts[n_quads*4],
                            x1 + bl, y1 + bu,
                            x2 - br, y2 - bb,
                            priv->width, priv->height,
                            &opaque, &opaque,
                            &opaque, &opaque,
                            TRUE);
  n_quads ++;

  /* Generate the right square */
  if (br)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x2 - br, y1 + bu,
                                x2, y2 - bb,
                                priv->width, priv->height,
                                &opaque, &color,
                                &color, &opaque,
                                TRUE);
      n_quads ++;
    }

  /* Generate the bottom-left square */
  if (bb && bl)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x1, y2 - bb,
                                x1 + bl, y2,
                                priv->width, priv->height,
                                &color, &opaque,
                                &color, &color,
                                TRUE);
      n_quads ++;
    }

  /* Generate the bottom-middle square */
  if (bb)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x1 + bl, y2 - bb,
                                x2 - br, y2,
                                priv->width, priv->height,
                                &opaque, &opaque,
                                &color, &color,
                                FALSE);
      n_quads ++;
    }

  /* Generate the bottom-right square */
  if (bb && br)
    {
      mx_fade_effect_draw_rect (&verts[n_quads*4],
                                x2 - br, y2 - bb,
                                x2, y2,
                                priv->width, priv->height,
                                &opaque, &color,
                                &color, &color,
                                FALSE);
      n_quads ++;
    }

  /* Unref the old vbo if it's a different size - otherwise we reuse it */
  if (priv->vbo && (n_quads != priv->n_quads))
    {
      cogl_handle_unref (priv->vbo);
      priv->vbo = NULL;
    }

  priv->n_quads = n_quads;

  if (!priv->vbo)
    {
      priv->vbo = cogl_vertex_buffer_new (n_quads * 4);
      if (!priv->vbo)
        return;

      priv->indices = cogl_vertex_buffer_indices_get_for_quads (n_quads * 6);
      if (!priv->indices)
        return;
    }

  cogl_vertex_buffer_add (priv->vbo,
                          "gl_Vertex",
                          2,
                          COGL_ATTRIBUTE_TYPE_FLOAT,
                          FALSE,
                          sizeof (CoglTextureVertex),
                          &(verts[0].x));
  cogl_vertex_buffer_add (priv->vbo,
                          "gl_MultiTexCoord0",
                          2,
                          COGL_ATTRIBUTE_TYPE_FLOAT,
                          FALSE,
                          sizeof (CoglTextureVertex),
                          &(verts[0].tx));
  cogl_vertex_buffer_add (priv->vbo,
                          "gl_Color",
                          4,
                          COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE,
                          FALSE,
                          sizeof (CoglTextureVertex),
                          &(verts[0].color));

  cogl_vertex_buffer_submit (priv->vbo);
  priv->update_vbo = FALSE;
}